The Nation of Borigon

Borigon is a land of mostly open plains dotted with small woods. Notable exceptions are an ancient forest in the northern third of the land, and another in the southeastern edge. Just north of the southern forest is a range of low mountains. The mighty Texardumi flows through the nation separating the northern third from the rest of the nation.

The seat of power is the great city Ranam-Borigon. An ever-growing population is fed by fishing the Texardumi, hunting the northern forest, and farming. The city is built around the sacred Temple Hill, a site revered by the shaman of the nation.

Each tribal group has its own village. Each village has a bazaar where visitors can come and trade for goods and services, several farm fields and Sircorfin pens, a carter, various crafters, a fortified wall surrounding the buildings of the village, a central meeting building where records are kept and the tribal lords (Theors) sit in judgement according to the laws of the land, a library, a school, a shrine or temple, and a military encampment. The tribes of Borigon are each known for some specialty. The tribes are: Adherien (known to be social organizers), Alherien (known to be armorers), Anak (known to be expert advisors), Anherien (know to be herders of Sircorfin), Aresh (known as heroes and warriors), Arherien (known to be outcast for burning captives alive), Breherien (known to be farmers), Bunherien (known for their dark skin), Corherien (known as traders), Dolog (known as beast-master magicians), Earherien (known for their heavy infantry), Euhharien (known for their Sircorfin raising), Geherien (known as farmers), Gapherien (known for their assassins), Hadherien (known for their potion makers), Herandar (known for their animal trainers), Herangap (known to be expert hunters), Herari (known to be builders), Herawth (this tribe is the source of the royal line), Herbune (this is an ancient tribe that is known for their priests of the God Dramaga - god of fire and purification), Herchortar (Known for its swordsmen), Herdacilir (know for its fishermen), Hercirick (named after a hero who united several tribes for the first king), Herdellbor (known for its fishermen), Herdocil (known for its Sircorfin riders), Herdomial (known for its spirit walkers-a special kind of shaman), Herdohawar (known for its shaman), Herdowold (known for its scholars), Herdris (known for its foot soldiers), Herdulu (known for its warriors), Hereatefar (known for its midwives and physicians), Herennak (known for its scholars), Herennor (known for its thief-takers and jailers), Hererlaikar (known to be haunted), Heresten (this tribe is declared to be outlaws), Herfoth (known for its foresters), Herhawar (known for its physicians), Herherien (the oldest tribe and known for its road-builders and map-makers), Herkail (religious purists who worship the Ancestor God), Herkoldi (known for its shaman), Herkalnwe (known for its mountaineers), Herkuln (known for its philosophers), Herkum (known for its shaman), Hermimora (known for its merchants), Herrockerald (known for its scholars), Hershunak (known for its builders), Hershondari (known for its guardians), Hershur (known for its soldiers who are particularly adept defenders), Herskindar (known for its tinkers), Hersmenar (known for its scholars), Hersorrol (known for its fisherman), Herteral (known for its warriors), Heryushuar (known for its crafters), Hertzuh (known for its miners), Herwentar (known for its bow makers), Imidherien (outlawed for practicing blood sacrifices to evil spirits, the home of Buvendall the outlawed wizard), Karherien (know for its trappers), Khaherien (considered by most to be criminals), Leherien (feared for banditry), Lenherien (outlawed for cannibalism), Lorherien (known for its astrologers), Melherien (known for its foresters), Miaharien (cursed by the evil god J'Kin), Mialherien (known for its magicians who practice fetish magic), Minherien (known for its Chagalar wine-makers), Mipherien (evil magicians who practice the teachings of the outlawed wizard Elengee), Mogherien (feared for their domineering warriors), Narherien (known as lake-dwellers), Orcherien (known for its leaders), Olherien (known for its border guards), Ouherien (known for its musicians), Penherien (known to be militarists), Randin (known for its harpists), Ranherien (known for its shaman), Rolherien (known for its weavers), Rukherien (known for its borderers), Shemherien (known for its Kardewad brewers), Shuherien (known to be builders), Shonherien (known to be shaman), Smedocil (known for its mounted scouts), Terherien (known for its magicians who practice elemental spirit magic), Togherien (known for its animal-paint magicians), Torherien (known for its warriors), and Venherien (known for its gardeners).

History

The nation of Borigon is around 4,800 years old. It began when Abrienar, the first Rienar (king), united most of the tribes of Borigonians into a nation under his control; with each tribe having autonomy over its area. Most Borigonians of the day lived in earthen dugouts. This was the beginning of the Age of Tribes.

While the exact details of this beginning are hazy, there are some details that are known. From its beginning the nation of Borigon was warlike. All aspects of the society revolved around the military. Scribes came about to write orders given by officers. Teachers arose to train soldiers. The bazaar came into being to promote the exchange of weapons and armor made by crafters. A system of customs and taboos for the military was developed. The Orcherien tribe create the profession Theor as a military leader that eventually spread nationwide. Tools and herds of Sircorfin (a fierce six-legged lizard-like creature used as a beast of burden) were developed. The nation developed weapons and the profession Pencorfin, the first professional soldiers. Individual magicians and the low magic power of totem ritual magic were developed to aid the military. Logic and scholarship came into being to assist in military planning. Hand carts and trails were also invented. The population grew. Spring water and herds of Sircorfin were plentiful. During this time the Ancestor God was discovered, and a religion began to grow.

Over the next 600 years they worked to settle the land. A national army of 900 Pencorfin came into being. Wooden structures were invented; these were added to the dugouts and consisted of sturdy structures with large open windows to allow for air circulation; there are also large slatted shutters that can be closed in times of storms or warfare. The system of military customs and taboos became laws. The profession of Angap was developed during this time; not only do they provide food and animal materials for other uses, but they also act as scouts and skirmishers for the Pencorfin. The profession Guardian was developed, this is a non-governmental profession that provides trained soldiers for private use as bodyguards. The low magic profession Carmiallan Wizard also came into being, following the teachings of the ancient wizard Carmiallan. The religious profession Shaman was developed, they follow the teachings and word of the Ancestor God. Scholarship was imporved to assist in their military planning. They developed Sircorfin-drawn carts. The nation developed forests as a natural resource.

Over the next 600 years both teachers and structures were improved. A calendar of five seasons of 80 days each was developed to aid in defense planning. Libraries were developed where stories of battles and prowess at arms are collected. Schools were invented to teach combat skills. Martial forms became an art form. Standards of military behavior were developed. Their language and writing were also improved. Appraisal and bargaining were developed to get the best deal on supplies. Sircorfin bone coins were developed. Trade shops were built. The profession Trader was developed. Government buildings were developed. A system of codes were invented to protect military secrets. The profession Police were developed out of the Pencorfin. Techniques of agriculture were developed, and the profession Farmer was invented. Armor was invented to protect troops in battle. Organized fortifications were built. Ten-troop squads, called Tre, were developed so that soldiers did not have to fight in disorganized bands. The study of tactics became common. The following additional professions came into being: Tomb Guardian, Aresh Warrior, Earherien Eardris (Heavy Infantry), Herchortar Swordsman, Herdocil Lancer, Herdris Spear Trooper, Herfoth Forest Guardian, Herkalnwe Mountain Trooper, Hershondari Guardian, and the Hershur Defender. The low magic powers: Animal Paint Magic, Beast Mastery, Fetish Magic, Imagination, Interpret Chart, Potion Making, Power, Ritual of Prophecy, Sense Magic, and Zodiacal Ritual were discovered. The spirit magic of elementals was discovered. Public acceptance of magic was fostered. Individual clergy began to emerge. Totem spirits became more commonplace. The elementals became known. The powers of faith and prayer became common. The worship of Fallorien was founded and shrines and temples to the gods are erected. The sacred place Temple Hill was located. The Priest of Fallorien was created as a profession. The Borigonians invent their own form of mathematics and the scientific method was discovered. They develop boats and bridges, the Sircorfin became a riding animal, and they converted some trails into the first roads. The population increased. New resources include: Kardewad (a potato-like tuber), Chatorig (a hard red metal), Tartorig (a silvery soft metal), Mincrebar (a hearty grain), Shokuz (a soft green vegetable), and Chagalar (a red fruit).

As the so-called Age of Tribes continued and we see the development of the stead. With his development came the military profession Herteral Warrior. Many people are content, but there are huge problems being kept from the average citizen; namely there are not enough people to keep the nation going! Despite these problems a great achievement is made atop Temple Hill; a place of totem spirits is constructed to act as a sort of magical library. This place is the Hall of Walls and is constructed of stone wall sections where text and pictures are displayed by spirits. Most can gain knowledge, some can learn new skills, and it is rumored that the most talented can gain powers and can manipulate the structure of the world itself, though no one knows for sure if it is true. Access is limited to shaman and theors.

Over the next 600 years the problems persist. Despite this another great achievement is completed; this time it is the Circle of Wisdom, a set of standing stones raised atop Temple Hill near the Hall of Walls. This is a place where it is easier to perform mystical workings. During this period villages are made out of the steads and groups of tre are combined to form Kutre of soldiers. There is a general slackening of laws and behavior during this time.

As the Age of Tribes came to an end, around 600 years ago, greed became wide-spread. The town of Ranam-Borigon was founded. Schools of magic came into being. The population increased again. While this was happening laws, scholarship, and infrastructure grew less important as the population moved more towards greed. Thus was born The Age of the Clan Wars. Within the last few hundred years we have experienced the following developments:

The population continued to increase. Structures were improved as an iron-rulership rose that passed the royalty along birth-lines. Schools were rebuilt and teachers trained. Bazaars were restored. All that was lost in the previous downfall was restored. Factories were invented. The Rukherien Borderer and Smedocil Mounted Scouts are invented as professions. Groupings of kutre called jutre were developed. The Lonain Wizard, Ardahad Magician, and the Shegorn Magician were all developed as professions. Military Science was invented. Coastal ships were developed. Buntorig (Black Steel), a naturally magical metal, was discovered. The evil god D'Mondi was discovered, along with his spirits, the tree demons.

50 years ago the hated Angtheor rose up and launched a civil war to take control of the land. 40 years ago Antheor wrested control from the government with the aid of Bunur (his chief assassin) and Buvendall (his chief wizard).

Thus was born The Age of the Clan Wars. Within the last few hundred years we have experienced the following developments:

1 CA (Crowning of Angtheor): A chatorig coin is invented.

20 CA: Rihallar, the daughter of Angtheor, was born.

35 CA: Buvendall warns Angtheor that his daughter will defeat him and take his throne. Angtheor has Bunur try to kill her. Thus begins a series of adventures and battles that culminate 5 years later in the banishment of Angtheor and his henchmen, and the crowning of Rihallar as the Rienara of Borigon.

1 YC (Year of Crowning): A tartorig coin is invented.

15 YC: The present. The tartorig coin bearing the Rienara's image called the Rihallar is invented.

Coins and Exchange Rates

Bone Coin is the base coin, it costs 1-3 Bone Coins per day to live in Ranam-Borigon.

Chatorig Coin (Bright Red Metal) = 100 Bone Coins.

Tartorig Coin (Bright Orange Metal) = 100 Chatorig Coins.

Rihallar Coin (Tartorig Coin bearing Rihallar's image) = 100 Tartorig Coins.

Character Development

Step 1: Think up a basic concept for your character.

Step 2: For now, the only races available are Borigonians. Note the following game characteristics.

The Borigonian

The game abilities of the Borigonian are:
Mundane, omnivorous, social, foragers.
1.5 meter tall, 80 kilogram humanoids with pointed ears, fair or brown hair, and green or grey eyes.
PF: 1, MA: 1, IN: 2, IU: 0, PY: 0, MP: 0.

Skills
Literacy (b) (IN)
Plains Survival (b) (IN)
Attacks

Punch: light strike damage.
Kick: medium strike damage.

Defenses

Damage Capacity: 3.

Movement

Walk: 4 kph.
Run: 8 kph.

Other

Speed Factor: 1.
Lifespan: 12/7/21/30/60 (130 total)

History Point Awards:

Childhood: 13
Adolescence: 14
Adulthood: 15
Middle-Age: 16
Old-Age: 20

Step 3: Choose a place of birth for your character from the list below, if there is a link for the place of origin, click on it to continue:

  1. Adherien (known to be social organizers)
  2. Alherien (known to be armorers)
  3. Anak (known to be expert advisors)
  4. Anherien (know to be herders of Sircorfin)
  5. Aresh (known as heroes and warriors)
  6. Arherien (known to be outcast for burning captives alive) (requires GM permission)
  7. Breherien (known to be farmers)
  8. Bunherien (known for their dark skin)
  9. Corherien (known as traders)
  10. Dolog (known as beast-master magicians)
  11. Earherien (known for their heavy infantry)
  12. Euhharien (known for their Sircorfin raising)
  13. Geherien (known as farmers)
  14. Gapherien (known for their assassins)
  15. Hadherien (known for their potion makers)
  16. Herandar (known for their animal trainers)
  17. Herangap (known to be expert hunters)
  18. Herari (known to be builders)
  19. Herawth (this tribe is the source of the royal line)
  20. Herbune (this is an ancient tribe that is known for their priests of the God Dramaga - god of fire and purification)
  21. Herchortar (known for its swordsmen)
  22. Herdacilir (know for its fishermen)
  23. Hercirick (named after a hero who united several tribes for the first king)
  24. Herdellbor (known for its fishermen)
  25. Herdocil (known for its Sircorfin riders)
  26. Herdomial (known for its spirit walkers-a special kind of shaman)
  27. Herdohawar (known for its shaman)
  28. Herdowold (known for its scholars)
  29. Herdris (known for its foot soldiers)
  30. Herdulu (known for its warriors)
  31. Hereatefar (known for its midwives and physicians)
  32. Herennak (known for its scholars)
  33. Herennor (known for its thief-takers and jailers)
  34. Hererlaikar (known to be haunted)
  35. Heresten (this tribe is declared to be outlaws) (requires GM permission)
  36. Herfoth (known for its foresters)
  37. Herhawar (known for its physicians)
  38. Herherien (the oldest tribe and known for its road-builders and map-makers)
  39. Herkail (religious purists who worship the Ancestor God)
  40. Herkoldi (known for its shaman)
  41. Herkalnwe (known for its mountaineers)
  42. Herkuln (known for its philosophers)
  43. Herkum (known for its shaman)
  44. Hermimora (known for its merchants)
  45. Herrockerald (known for its scholars)
  46. Hershunak (known for its builders)
  47. Hershondari (known for its guardians)
  48. Hershur (known for its soldiers who are particularly adept defenders)
  49. Herskindar (known for its tinkers)
  50. Hersmenar (known for its scholars)
  51. Hersorrol (known for its fisherman)
  52. Herteral (known for its warriors)
  53. Heryushuar (known for its crafters)
  54. Hertzuh (known for its miners)
  55. Herwentar (known for its bow makers)
  56. Imidherien (outlawed for practicing blood sacrifices to evil spirits, the home of Buvendall the outlawed wizard) (requires GM permission)
  57. Karherien (know for its trappers)
  58. Khaherien (considered by most to be criminals) (requires GM permission)
  59. Leherien (feared for banditry) (requires GM permission)
  60. Lenherien (outlawed for cannibalism) (requires GM permission)
  61. Lorherien (known for its astrologers)
  62. Melherien (known for its foresters)
  63. Miaharien (cursed by the evil god J'Kin) (requires GM permission)
  64. Mialherien (known for its magicians who practice fetish magic)
  65. Minherien (known for its Chagalar wine-makers)
  66. Mipherien (evil magicians who practice the teachings of the outlawed wizard Elengee) (requires GM permission)
  67. Mogherien (feared for their domineering warriors)
  68. Narherien (known as lake-dwellers)
  69. Orcherien (known for its leaders)
  70. Olherien (known for its border guards)
  71. Ouherien (known for its musicians)
  72. Penherien (known to be militarists)
  73. Ranam-Borigon (the capitol city)
  74. Randin (known for its harpists)
  75. Ranherien (known for its shaman)
  76. Rolherien (known for its weavers)
  77. Rukherien (known for its borderers)
  78. Shemherien (known for its Kardewad brewers)
  79. Shuherien (known to be builders)
  80. Shonherien (known to be shaman)
  81. Smedocil (known for its mounted scouts)
  82. Terherien (known for its magicians who practice elemental spirit magic)
  83. Togherien (known for its animal-paint magicians)
  84. Torherien (known for its warriors)
  85. Venherien (known for its gardeners).

Step 4: Proceed through character creation.

Character Templates

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